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VfxEmissionLinkedMeshData

16.1

Inheritance 1 ancestor · 2 siblings

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An emission surface that emits from a mesh the game links to the effect when it spawns it, instead of a mesh named in data. It has no properties of its own.

The one place the game links a mesh is the superward region (SuperwardGeComponentDef): when it spawns its effects it turns the outline of its region into a flat triangle mesh and links that, so the particles fill the region's area. An effect spawned in any other way has no linked mesh, and this surface then does nothing.

Picking the point. A triangle is picked at random, weighted by its area, and the point is random inside it. The normal is the triangle's face normal.

The scale and the normal switch come from the emitter, not from this class:

  • The point is multiplied by the emitter's EmissionMeshScale and added to the particle's birth position.
  • When the emitter's UseEmissionMeshNormalForBirth is set, the birth velocity and the birth acceleration keep their length and take the direction of the face normal.